X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=ece38598ecc96dd42dc7792f70d974fdac5851c3;hp=c85d075a668f34bb33009d55d16ffb0cff18d7a0;hb=0071121b663dc3d841a2c28d27c1015899f0f402;hpb=6386150f532a0e6d86c074d81191465ee8586b00 diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index c85d075a66..ece38598ec 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -62,10 +62,9 @@ float autocvar_cl_leanmodel_highpass = 0.2; float autocvar_cl_leanmodel_lowpass = 0.05; #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time))) -#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \ -{ \ - ret = ref_store = ref_store * (1 - frac) + (value) * frac; \ -} MACRO_END + +#define lowpass(value, frac, ref_store, ret) \ + ret = ref_store = ref_store * (1 - frac) + (value) * frac; #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \ { \ @@ -125,7 +124,6 @@ void calc_followmodel_ofs(entity view) float frac; vector gunorg = '0 0 0'; static vector vel_average; - static vector gunorg_prev = '0 0 0'; static vector gunorg_adjustment_highpass; static vector gunorg_adjustment_lowpass; @@ -284,9 +282,11 @@ void viewmodel_animate(entity this) .float weapon_eta_last; .float weapon_switchdelay; +.string name_last; + void viewmodel_draw(entity this) { - if(!activeweapon || !autocvar_r_drawviewmodel) + if(!this.activeweapon || !autocvar_r_drawviewmodel) return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; @@ -295,9 +295,9 @@ void viewmodel_draw(entity this) if (invehicle) a = -1; else if (wasinvehicle) a = 1; wasinvehicle = invehicle; - Weapon wep = activeweapon; + Weapon wep = this.activeweapon; int c = entcs_GetClientColors(current_player); - vector g = weaponentity_glowmod(wep, NULL, c); + vector g = weaponentity_glowmod(wep, NULL, c, this); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -311,22 +311,22 @@ void viewmodel_draw(entity this) e.csqcmodel_effects = fx; CSQCModel_Effects_Apply(e); } + if(a >= 0) { - static string name_last; string name = wep.mdl; string newname = wep.wr_viewmodel(wep, this); if(newname) name = newname; - bool swap = name != name_last; + bool swap = name != this.name_last; // if (swap) { - name_last = name; + this.name_last = name; CL_WeaponEntity_SetModel(this, name, swap); this.viewmodel_origin = this.origin; this.viewmodel_angles = this.angles; } anim_update(this); - if (!this.animstate_override && !this.animstate_looping) + if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime) anim_set(this, this.anim_idle, true, false, false); } float f = 0; // 0..1; 0: fully active @@ -356,12 +356,13 @@ void viewmodel_draw(entity this) this.angles = this.viewmodel_angles; this.angles_x = (-90 * f * f); viewmodel_animate(this); + MUTATOR_CALLHOOK(DrawViewModel, this); setorigin(this, this.origin); } -entity viewmodel; STATIC_INIT(viewmodel) { - viewmodel = new(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodels[slot] = new(viewmodel); } void Porto_Draw(entity this); @@ -374,65 +375,70 @@ STATIC_INIT(Porto) } const int polyline_length = 16; -vector polyline[polyline_length]; +.vector polyline[polyline_length]; void Porto_Draw(entity this) { - if (activeweapon != WEP_PORTO) return; - if (spectatee_status) return; - if (WEP_CVAR(porto, secondary)) return; - if (intermission == 1) return; - if (intermission == 2) return; - if (STAT(HEALTH) <= 0) return; - - vector pos = view_origin; - vector dir = view_forward; - if (angles_held_status) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - makevectors(angles_held); - dir = v_forward; - } + entity wepent = viewmodels[slot]; - polyline[0] = pos; + if (wepent.activeweapon != WEP_PORTO) continue; + if (spectatee_status) continue; + if (WEP_CVAR(porto, secondary)) continue; + if (intermission == 1) continue; + if (intermission == 2) continue; + if (STAT(HEALTH) <= 0) continue; - int portal_number = 0, portal1_idx = 1, portal_max = 2; - int n = 1 + 2; // 2 lines == 3 points - for (int idx = 0; idx < n && idx < polyline_length - 1; ) - { - traceline(pos, pos + 65536 * dir, true, this); - dir = reflect(dir, trace_plane_normal); - pos = trace_endpos; - polyline[++idx] = pos; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + vector pos = view_origin; + vector dir = view_forward; + if (wepent.angles_held_status) { - n += 1; - continue; - } - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - { - n = max(2, idx); - break; + makevectors(wepent.angles_held); + dir = v_forward; } - // check size + + wepent.polyline[0] = pos; + + int portal_number = 0, portal1_idx = 1, portal_max = 2; + int n = 1 + 2; // 2 lines == 3 points + for (int idx = 0; idx < n && idx < polyline_length - 1; ) { - vector ang = vectoangles2(trace_plane_normal, dir); - ang.x = -ang.x; - makevectors(ang); - if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + traceline(pos, pos + 65536 * dir, true, this); + dir = reflect(dir, trace_plane_normal); + pos = trace_endpos; + wepent.polyline[++idx] = pos; + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + { + n += 1; + continue; + } + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { n = max(2, idx); break; } + // check size + { + vector ang = vectoangles2(trace_plane_normal, dir); + ang.x = -ang.x; + makevectors(ang); + if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + { + n = max(2, idx); + break; + } + } + portal_number += 1; + if (portal_number >= portal_max) break; + if (portal_number == 1) portal1_idx = idx; + } + for (int idx = 0; idx < n - 1; ++idx) + { + vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1]; + if (idx == 0) p -= view_up * 16; // line from player + vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; + Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } - portal_number += 1; - if (portal_number >= portal_max) break; - if (portal_number == 1) portal1_idx = idx; - } - for (int idx = 0; idx < n - 1; ++idx) - { - vector p = polyline[idx], q = polyline[idx + 1]; - if (idx == 0) p -= view_up * 16; // line from player - vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; - Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } } @@ -454,10 +460,17 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; + if(hud == HUD_NORMAL && !spectatee_status) - if(switchweapon == activeweapon) - if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here - zoomdir += button_attack2; + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + if(wepent.switchweapon == wepent.activeweapon) + if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here + zoomdir += button_attack2; + } + } if(spectatee_status > 0 || isdemo()) { if(spectatorbutton_zoom) @@ -510,7 +523,7 @@ vector GetCurrentFov(float fov) current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1); if(zoomsensitivity < 1) - setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity)); + setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity)); else setsensitivityscale(1); @@ -624,7 +637,7 @@ float EnemyHitCheck() return SHOTTYPE_HITENEMY; } -float TrueAimCheck() +float TrueAimCheck(entity wepent) { float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us? vector vecs, trueaimpoint, w_shotorg; @@ -637,7 +650,7 @@ float TrueAimCheck() ta = trueaim; mv = MOVE_NOMONSTERS; - switch(activeweapon) // WEAPONTODO + switch(wepent.activeweapon) // WEAPONTODO { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye @@ -654,7 +667,7 @@ float TrueAimCheck() mv = MOVE_NORMAL; if(zoomscript_caught) { - tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); + tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta); return EnemyHitCheck(); } break; @@ -680,7 +693,7 @@ float TrueAimCheck() vecs = decompressShotOrigin(STAT(SHOTORG)); - traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta); + traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta); trueaimpoint = trace_endpos; if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange)) @@ -720,7 +733,6 @@ float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; -string reticle_image; string NextFrameCommand; vector freeze_org, freeze_ang; @@ -748,7 +760,7 @@ bool WantEventchase(entity this) { if(autocvar_cl_orthoview) return false; - if(intermission) + if(STAT(GAME_STOPPED) || intermission) return true; if(this.viewloc) return true; @@ -758,6 +770,8 @@ bool WantEventchase(entity this) return true; if(MUTATOR_CALLHOOK(WantEventchase, this)) return true; + if(autocvar_cl_eventchase_frozen && STAT(FROZEN)) + return true; if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0)) { if(autocvar_cl_eventchase_death == 2) @@ -812,9 +826,18 @@ void HitSound() { // varying sound pitch + bool have_arc = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + + if(wepent.activeweapon == WEP_ARC) + have_arc = true; + } + static float hitsound_time_prev = 0; // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time - float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2; + bool arc_hack = have_arc && autocvar_cl_hitsound >= 2; if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time) { if (autocvar_cl_hitsound && unaccounted_damage) @@ -855,6 +878,14 @@ void HitSound() sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE); typehit_time_prev = typehit_time; } + + static float kill_time_prev = 0; + float kill_time = STAT(KILL_TIME); + if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time) + { + sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE); + kill_time_prev = kill_time; + } } vector crosshair_getcolor(entity this, float health_stat) @@ -941,7 +972,7 @@ void HUD_Crosshair(entity this) { float f, i, j; vector v; - if(!scoreboard_active && !camera_active && intermission != 2 && + if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) && !HUD_MinigameMenu_IsOpened() ) { @@ -973,13 +1004,14 @@ void HUD_Crosshair(entity this) float shottype; // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; - wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward); + wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward); wcross_origin.z = 0; if(autocvar_crosshair_hittest) { vector wcross_oldorigin; + entity thiswep = viewmodels[0]; // TODO: unhardcode wcross_oldorigin = wcross_origin; - shottype = TrueAimCheck(); + shottype = TrueAimCheck(thiswep); if(shottype == SHOTTYPE_HITWORLD) { v = wcross_origin - wcross_oldorigin; @@ -1001,7 +1033,8 @@ void HUD_Crosshair(entity this) entity e = WEP_Null; if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { - e = switchingweapon; + entity wepent = viewmodels[0]; // TODO: unhardcode + e = wepent.switchingweapon; if(e) { if(autocvar_crosshair_per_weapon) @@ -1146,10 +1179,6 @@ void HUD_Crosshair(entity this) weapon_clipload = STAT(WEAPON_CLIPLOAD); weapon_clipsize = STAT(WEAPON_CLIPSIZE); - float ok_ammo_charge, ok_ammo_chargepool; - ok_ammo_charge = STAT(OK_AMMO_CHARGE); - ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL); - float vortex_charge, vortex_chargepool; vortex_charge = STAT(VORTEX_CHARGE); vortex_chargepool = STAT(VORTEX_CHARGEPOOL); @@ -1159,9 +1188,10 @@ void HUD_Crosshair(entity this) if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game vortex_charge_movingavg = vortex_charge; + entity wepent = viewmodels[0]; // TODO: unhardcode // handle the values - if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex + if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex { if (vortex_chargepool || use_vortex_chargepool) { use_vortex_chargepool = 1; @@ -1172,7 +1202,7 @@ void HUD_Crosshair(entity this) } ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha; - ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue; + ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue); ring_inner_image = "gfx/crosshair_ring_inner.tga"; // draw the outer ring to show the current charge of the weapon @@ -1181,27 +1211,20 @@ void HUD_Crosshair(entity this) ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) { ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to. ring_alpha = autocvar_crosshair_ring_minelayer_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1); ring_alpha = autocvar_crosshair_ring_hagar_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - else if (ok_ammo_charge) - { - ring_value = ok_ammo_chargepool; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring { ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); @@ -1211,12 +1234,12 @@ void HUD_Crosshair(entity this) // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. // if a new image for another weapon is added, add the code (and its respective file/value) here - if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) + if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) ring_image = "gfx/crosshair_ring_rifle.tga"; else ring_image = "gfx/crosshair_ring.tga"; } - else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC ) { ring_value = arc_heat; ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + @@ -1325,6 +1348,71 @@ void HUD_Crosshair(entity this) } } +const int MAX_SPECIALCOMMAND = 15; +vector specialcommand_slots[MAX_SPECIALCOMMAND]; +vector specialcommand_colors[MAX_SPECIALCOMMAND]; +const float SPECIALCOMMAND_SPEED = 150; +const float SPECIALCOMMAND_TURNSPEED = 2; +const float SPECIALCOMMAND_SIZE = 0.025; +const float SPECIALCOMMAND_CHANCE = 0.35; +float sc_spawntime, sc_changetime; +vector sc_color = '1 1 1'; +void SpecialCommand() +{ + if(!STAT(MOVEVARS_SPECIALCOMMAND)) + return; + + if(time >= sc_changetime) + { + sc_changetime = time + 1; + sc_color = randomvec() * 1.5; + sc_color.x = bound(0.2, sc_color.x, 0.75); + sc_color.y = bound(0.2, sc_color.y, 0.75); + sc_color.z = bound(0.2, sc_color.z, 0.75); + } + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE); + + if(!precache_pic("gfx/smile")) + return; // damn party poopers + + for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j) + { + vector slot = specialcommand_slots[j]; + if(slot.y) + slot.y += SPECIALCOMMAND_SPEED * frametime; + if(slot.z) + slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time); + if(slot.y >= vid_conheight) + slot = '0 0 0'; + + if(slot == '0 0 0') + { + if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn! + { + slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth); + slot.y = 1; // start it off 0 so we can use it + slot.z = random(); + sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time! + vector newcolor = randomvec() * 2; + newcolor.x = bound(0.4, newcolor.x, 1); + newcolor.y = bound(0.4, newcolor.y, 1); + newcolor.z = bound(0.4, newcolor.z, 1); + specialcommand_colors[j] = newcolor; + } + } + else + { + vector splash_size = '0 0 0'; + splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; + splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; + drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); + //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); + } + + specialcommand_slots[j] = slot; + } +} + void HUD_Draw(entity this) { // if we don't know gametype and scores yet avoid drawing the scoreboard @@ -1334,31 +1422,40 @@ void HUD_Draw(entity this) if(!gametype) return; + Hud_Dynamic_Frame(); + if(!intermission) if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) { - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); } else if(STAT(FROZEN)) { - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + vector col = '0.25 0.90 1'; + if(STAT(REVIVE_PROGRESS)) + col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS)); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); } + + HUD_Scale_Enable(); if(!intermission) if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death { - DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER)); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } else if(STAT(CAPTURE_PROGRESS)) { - DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } else if(STAT(REVIVE_PROGRESS)) { - DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } + HUD_Scale_Disable(); if(autocvar_r_letterbox == 0) if(autocvar_viewsize < 120) @@ -1371,6 +1468,7 @@ void HUD_Draw(entity this) } // crosshair goes VERY LAST + SpecialCommand(); UpdateDamage(); HUD_Crosshair(this); HitSound(); @@ -1705,7 +1803,8 @@ void CSQC_UpdateView(entity this, float w, float h) // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call - viewmodel_draw(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodel_draw(viewmodels[slot]); // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); @@ -1722,7 +1821,7 @@ void CSQC_UpdateView(entity this, float w, float h) t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); r = t * blurtest_radius; - f = 1 / pow(t, blurtest_power) - 1; + f = 1 / (t ** blurtest_power) - 1; cvar_set("r_glsl_postprocess", "1"); cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0")); @@ -1749,8 +1848,8 @@ void CSQC_UpdateView(entity this, float w, float h) if(!postinit) PostInit(); - if(intermission && !gameover_time) - gameover_time = time; + if(intermission && !intermission_time) + intermission_time = time; if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { @@ -1783,39 +1882,36 @@ void CSQC_UpdateView(entity this, float w, float h) ColorTranslateMode = autocvar_cl_stripcolorcodes; - // currently switching-to weapon (for crosshair) - switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON)); - - // actually active weapon (for zoom) - activeweapon = Weapons_from(STAT(ACTIVEWEAPON)); - - switchweapon = Weapons_from(STAT(SWITCHWEAPON)); - - if(last_switchweapon != switchweapon) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - weapontime = time; - last_switchweapon = switchweapon; - if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + entity wepent = viewmodels[slot]; + + if(wepent.last_switchweapon != wepent.switchweapon) { - localcmd("-zoom\n"); - button_zoom = false; + weapontime = time; + wepent.last_switchweapon = wepent.switchweapon; + if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + { + localcmd("-zoom\n"); + button_zoom = false; + } + if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) + { + localcmd("-fire\n"); + localcmd("-fire2\n"); + button_attack2 = false; + } } - if(autocvar_cl_unpress_attack_on_weapon_switch) + if(wepent.last_activeweapon != wepent.activeweapon) { - localcmd("-fire\n"); - localcmd("-fire2\n"); - button_attack2 = false; - } - } - if(last_activeweapon != activeweapon) - { - last_activeweapon = activeweapon; + wepent.last_activeweapon = wepent.activeweapon; - e = activeweapon; - if(e.netname != "") - localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); - else - localcmd("\ncl_hook_activeweapon none\n"); + e = wepent.activeweapon; + if(e.netname != "") + localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); + else if(slot == 0) + localcmd("\ncl_hook_activeweapon none\n"); + } } // ALWAYS Clear Current Scene First @@ -1943,7 +2039,20 @@ void CSQC_UpdateView(entity this, float w, float h) if(autocvar_cl_reticle) { - Weapon wep = activeweapon; + string reticle_image = string_null; + bool wep_zoomed = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepe = viewmodels[slot]; + Weapon wep = wepe.activeweapon; + if(wep != WEP_Null && wep.wr_zoom) + { + bool do_zoom = wep.wr_zoom(wep, NULL); + if(!reticle_image && wep.w_reticle && wep.w_reticle != "") + reticle_image = wep.w_reticle; + wep_zoomed += do_zoom; + } + } // Draw the aiming reticle for weapons that use it // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use // It must be a persisted float for fading out to work properly (you let go of the zoom button for @@ -1953,9 +2062,9 @@ void CSQC_UpdateView(entity this, float w, float h) // no zoom reticle while dead reticle_type = 0; } - else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon) + else if(wep_zoomed && autocvar_cl_reticle_weapon) { - if(reticle_image != "") { reticle_type = 2; } + if(reticle_image) { reticle_type = 2; } else { reticle_type = 0; } } else if(button_zoom || zoomscript_caught) @@ -1991,7 +2100,7 @@ void CSQC_UpdateView(entity this, float w, float h) switch(reticle_type) { case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break; - case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; + case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; } } } @@ -2003,7 +2112,7 @@ void CSQC_UpdateView(entity this, float w, float h) // improved polyblend - if(autocvar_hud_contents) + if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents)) { float contentalpha_temp, incontent, liquidalpha, contentfadetime; vector liquidcolor; @@ -2048,7 +2157,7 @@ void CSQC_UpdateView(entity this, float w, float h) contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; if(contentavgalpha) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); if(autocvar_hud_postprocessing) { @@ -2124,13 +2233,13 @@ void CSQC_UpdateView(entity this, float w, float h) if(autocvar_cl_gentle_damage == 2) { if(myhealth_flash < pain_threshold) // only randomize when the flash is gone - myhealth_gentlergb = eX * random() + eY * random() + eZ * random(); + myhealth_gentlergb = randomvec(); } else myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); if(myhealth_flash_temp > 0) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); } else if(myhealth_flash_temp > 0) drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); @@ -2214,7 +2323,9 @@ void CSQC_UpdateView(entity this, float w, float h) // draw 2D entities IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); +#if ENABLE_DEBUGDRAW Debug_Draw(); +#endif scoreboard_active = Scoreboard_WouldDraw();